File No. 050 — Reviewed Aug 2026

Everything is Crab

Odd Dreams Digital built a roguelite around a hermit crab named Darwin who can evolve into practically anything. The evolving is more interesting than most of what it leads to.

Platform PC Genre Action Roguelike / Survival Released May 2026 Expected Playtime ~5 Hrs
Official key art for Everything is Crab Official art · via Steam

Everything is Crab, published by Secret Mode and developed by Odd Dreams Digital, hands you Darwin, a hermit crab trying to survive a hostile ecosystem by hunting, fleeing, and scavenging body parts from whatever kills him. Every evolution option, and there are more than 125 of them, bolts a visible new trait onto his body, so a single run can end with something that started as a crab and now looks like a porcupine crossed with a heron. It released in May 2026 into a roguelite market that rewards this particular kind of weirdness.

What Works

The evolution system is a novel hook on its own terms, and it delivers on the premise from the first run. Every trait you bolt onto Darwin shows up on his model, animated as part of his moveset rather than a stat bump hidden in a menu, and Digital Chumps called the range of directions a single run can take "enormous," rating the overall package a perfect 10. PC Gamer landed lower at 72 but still credited it with "enough creativity and left-field ideas to be well worth experiencing."

That mix of high enthusiasm and cooler, more measured praise is the whole critical picture: OpenCritic's aggregate sits at 78 from 15 critics with a 60 percent recommend rate, and Steam reviewers back it at 87 percent Very Positive across roughly 3,260 all-time reviews.

What Doesn't

The Recent Steam score has slipped some, down to 82 percent over the last 30 days, and the reviews driving that dip point at the same issue several critics raised too: Darwin levels up so often that runs stop feeling distinct from each other. Dualshockers described the endgame build variety as thin, boiling most runs down to a small handful of proven evolution combinations rather than the wide-open experimentation the premise promises.

PC Gamer's review put the mechanical version of that complaint more bluntly, noting that leveling up too much and too fast diminishes the personality each individual run should have, since the interesting middle-of-the-pack evolutions get skipped past on the way to the same handful of strong end-state builds. The variety is real on paper; it doesn't survive contact with more than ten or so runs.

Everything is Crab nails its central joke and its central hook in the same breath, then runs out of ways to keep surprising you with either. Darwin's evolutions are worth seeing on their own, and the build convergence that sets in after a handful of runs is the one thing keeping this from being a longer-term obsession.

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